Even if it doesn't have it (VDP1 framebuffer aside), you can always use a tilemap as a bitmap too. Just don't re-use any tiles and have them all share the same palette (or use direct color pixels). The only difference then would be that the pixels wouldn't be linear in memory (which really doesn't matter if you aren't blitting graphics in realtime) and that you still use a bit more memory for the tilemap tables/attributes (a true bitmap would avoid that).
However, it would be more efficient to make proper use of the tilemap capabilities. Even if using a fully unique tileset with no re-use of characters (like Neo Geo games), you could still optimize color on a per-cell basis and (especially) optimize around using lower color depths (like 4 and 8-bit pixels -15 or 255 colors per cell), which is also what the Neo Geo does. (15 colors per character) And while the Saturn VDP2 only gets 4096 CRAM entries (half of the Neo Geo), you have the flexibility of using an offset to access those entries rather than a fixed set of 256 subpalettes. (ie a 15 color tile could use any 15 consecutive colors in CLUT, or 255 for 8-bit -note, the Jaguar does the same thing for its sprites, though it's limited to 256 entries in the CLUT, but it also supports 1/2/4/8/16/24-bit color depths vs 4/8/16/24 of the Saturn VDP2)
I thought that only worked for 2D scaling and rotation and that warping effects required paired BG layers (ie sacrificing a plane to allow a warped plane). Not sure if that warping could be used for the framebuffer too.


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